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Whose "property" are the PCs?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 2432215" data-attributes="member: 19675"><p>Missed my point entirely, which was that the laws of physics in the real world are a constant throughout the universe, but in a world where magic is a possibility, the rules are protean (meaning changeable).</p><p></p><p></p><p></p><p>I did. I was hoping for clarification- it didn't make sense to me.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Uhhhh, nope- missed my point again which was: there are only 4 universal (as in, applying to all creatures in a given reality) driving forces on culture:</p><p></p><p>1) The physical laws of the universe</p><p>2) Need for shelter</p><p>3) Need for sustinance</p><p>4) Need for reproduction/propigation of the species</p><p></p><p>Like any iterative mathematical function (of which you seem so fond), the "end points" are highly dependent upon the starting points- and small changes may have BIG differences. A culture rich in easy sustinance may not develop agrigulture as quickly as one that has even occasional food scarcity problems. One with a temperate climate and much natural shelter will not be as driven to building permanent architectural structures as a culture in an extreme climate. A matriarchal culture will probably have very different rules on premarital sex, marriage, polyamory, and reproduction than a patriarchal one, especially if the societal heirarchy is based in any way upon a difference population demographics (an imbalance in the ratio of men to women) of the sexes in that culture.</p><p></p><p>Because of that, it seems odd to speak of a "universe-building equation" that controls everything in your campaign world.</p><p></p><p></p><p></p><p>And you are WAY off base here. There is NOTHING wrong with the imaginations of my past DMs or my own campaign worlds.</p><p></p><p>I've adventured in or created campaigns in which Heliolithic cultures existed; in which Babel was true; in which all characters were literally 2 dimensional (based on <em>Flatland</em>); in which the entire campaign took place within a human's body; in which the entire world was electronic (based on <em>Tron</em>)- or in which only one character was; in which Rome never fell and became a star spanning empire; in which superheroes arose in a Wellsian/Vernian setting; etc.</p><p></p><p>In each one, there were always the unexplored/unexplained areas out of which almost anything could come, including beings or events that- on the surface at least- might seem to violate the premise of the campaign world itself.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 2432215, member: 19675"] Missed my point entirely, which was that the laws of physics in the real world are a constant throughout the universe, but in a world where magic is a possibility, the rules are protean (meaning changeable). I did. I was hoping for clarification- it didn't make sense to me. Uhhhh, nope- missed my point again which was: there are only 4 universal (as in, applying to all creatures in a given reality) driving forces on culture: 1) The physical laws of the universe 2) Need for shelter 3) Need for sustinance 4) Need for reproduction/propigation of the species Like any iterative mathematical function (of which you seem so fond), the "end points" are highly dependent upon the starting points- and small changes may have BIG differences. A culture rich in easy sustinance may not develop agrigulture as quickly as one that has even occasional food scarcity problems. One with a temperate climate and much natural shelter will not be as driven to building permanent architectural structures as a culture in an extreme climate. A matriarchal culture will probably have very different rules on premarital sex, marriage, polyamory, and reproduction than a patriarchal one, especially if the societal heirarchy is based in any way upon a difference population demographics (an imbalance in the ratio of men to women) of the sexes in that culture. Because of that, it seems odd to speak of a "universe-building equation" that controls everything in your campaign world. And you are WAY off base here. There is NOTHING wrong with the imaginations of my past DMs or my own campaign worlds. I've adventured in or created campaigns in which Heliolithic cultures existed; in which Babel was true; in which all characters were literally 2 dimensional (based on [I]Flatland[/I]); in which the entire campaign took place within a human's body; in which the entire world was electronic (based on [I]Tron[/I])- or in which only one character was; in which Rome never fell and became a star spanning empire; in which superheroes arose in a Wellsian/Vernian setting; etc. In each one, there were always the unexplored/unexplained areas out of which almost anything could come, including beings or events that- on the surface at least- might seem to violate the premise of the campaign world itself. [/QUOTE]
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